Street Fighter 6/Juri

From SuperCombo Wiki


Introduction

This sadistic thrillseeker enjoys the strife and suffering of others, taking immense joy in obliterating her foes. Without revenge against M. Bison as a motivator, she whiles away her time in a gloomy haze.

Juri is well suited to explosive, aggressive rushdown and strike/throw mix that's empowered by space control with her ground normals and storing up stocks to improve her special moves, making her a menace at close and mid range. She can also get some very massive and flashy combos off of her hits, making her a great pick for someone who loves pulling off long combo strings.

The core of Juri's playstyle is centered around Fuhajin, which grants Juri a special stock (up to a maximum of 3). These stocks will separately enhance three of her other special moves; Saihasho is a ground-based projectile that travels much farther when enhanced, Ankensatsu is an advancing kick that has more hitstun for combo extensions when enhanced, and Go Ohsatsu is a lunging roundhouse that gains another kick when enhanced, increasing its corner carry potential. Juri can also cancel between these three moves if she has a stock available, using their enhanced versions when she does so, and her Level 1 Super Art, Sakkai Fuhazan, can be enhanced for extra damage on the last hit by holding down the button with a stock available.

Aside from those moves, Juri's ground and anti-air game are quite powerful. Her dash covers a lot of space at a time, making her strike/throw game especially dangerous, and many of her buttons either cover a lot of space in front of her (5MK, 5HK), convert into a Fuhajin knockdown either directly or through combos (6MP, 2MK), or do both (5HP). She can also shut down a ton of air approaches with 2HP as well as her dedicated anti-air special Tensenrin, particularly its HP version. Juri's powerful ground presence is also enhanced by the speed and length of Juri's Drive Rush; getting caught by Drive Rush normals from her usually results in her cashing out for a fair bit of damage and at minimum getting a Fuhajin stock.

Juri's most powerful and unique tool, however, is her Level 2 Super Art, the Feng Shui Engine. While it's active, Juri can chain her normals together in ascending order so long as she doesn't use the same button twice, similar to the magic series of the Darkstalkers games, and many of her normals gain new properties and cancel points that they lack otherwise, opening up FSE-exclusive combo routes and letting her crank out even stronger pressure. She can also choose to start it off with a dash that does damage and breaks through armor, allowing her to bully through enemies that try to Drive Impact or otherwise push through when she initially engages it.

While Juri has a lot going for her, there are a few things to keep in mind when playing her. Managing her Fuhajin stocks is critical to maximizing her effectiveness -- she's not so dependent on them that lacking them will completely ruin her offense, but not having any does shut out some options for her and can make her a little less threatening. Similarly, while she doesn't strictly need Feng Shui Engine to be effective, it offers a wide range of benefits for both combos and pressure, so mastering its use means learning and labbing out its chains in order to seize any opportunity the opponent gives her. If you enjoy the rush of kicking your opponents when they're down and crushing their defenses, Juri is the riotous rider for you.


Pick if you like: Avoid if you dislike:
  • Strong pokes and counterpokes that lead to good cancel options and grant a lot of frame advantage
  • Forcing your opponent to deal with fireball pressure while you approach them and enforce mixup after mixup
  • Using openings to quickly dash in on your opponent and start your pressure from almost anywhere on the screen
  • Combo and pressure options that become much more freeform with a powerup super
  • Having to manage an additional resource to maximize damage and conversions
  • Lacking a conventional fireball that can interact with others
  • Learning long combo sequences and getting used to changes in move properties during power-up supers
  • A linear, rushdown-oriented gameplan


Classic & Modern Versions Comparison

List of differences with Modern Juri
Missing Normals
  • Standing Medium Kick (5MK)
Missing Command Normals
  • Kyosesho (6MP)
Shortcut-Only Specials
  • N/A
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ M Fuhajin (Store)
    • On Block: stops at 2LP
    • Auto-hitconfirm if opponent is hit by the 2nd light in the string
  • A[M~M~M]: 2MP ~ OD Fuhajin (Store) ~ SA1
    • On Block: stops at OD Fuhajin
    • Burnout: 2MP ~ M Fuhajin (Store)
  • A[H~H~H~H~H]: 5HP ~ OD(M) Ankensatsu ~ 2MK ~ L Tensenrin ~ SA3
    • Burnout: 5HP ~ H Go Ohsatsu ~ SA3
    • On Block: stops at OD(M) Ankensatsu / H Go Ohsatsu
Miscellaneous Changes
  • Standing Light Punch (5LP) is only available as a chained normal via 2L or Auto L
    • 5LP is unavailable outside of chains


Juri
SF6 Juri Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 22
Backward Dash Speed 23
Forward Dash Distance 1.903
Backward Dash Distance 1.114
Drive Rush Min. Distance (Throw) 0.641
Drive Rush Min. Distance (Block) 2.479
Drive Rush Max Distance 3.999
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Juri 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 300 LH +5 -2
5LP (FSE Chain)
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 100 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • High active frames makes it great for meaty pressure (up to +8/+1 advantage)
  • Cancel reaction window: f
  • xx Lv.2 Super: +8/+1

5MP
Standing Medium Punch
5MP
SF6 Juri 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Sp SA TC 600 LH +7 +2
5MP (FSE Chain)
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Chn Sp SA 400 LH +7 +2
  • High active frames makes it great for meaty pressure (up to +10/+5 advantage)
  • Cancel reaction window: f
  • xx Lv.2 Super: +14/+9

5HP
Standing Heavy Punch
5HP
SF6 Juri 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Sp SA 800 LH -1 -5
  • Forces stand on hit
  • Cancel reaction window: f
  • xx Lv.2 Super: +18/+14
5HP (FSE Chain)
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Chn Sp SA 600 LH KD +29 -5
  • Chained version during Lv.2 Super (FSE)

5LK
Standing Light Kick
5LK
SF6 Juri 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Sp SA 300 LH +2 -3
5LK (FSE Chain)
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Chn Sp SA 100 LH +2 -3
  • Cancel reaction window: f
  • xx Lv.2 Super: +5/-1

5MK
Standing Medium Kick
5MK
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SF6 Juri 5mk 1.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(8) 2(1)3 17 Sp SA (1st) 400,300 (700) LH +3 -4
5MK (FSE Chain)
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(8) 2(1)3 17 Chn Sp SA 300,200 LH +3 -4
  • The first hit can link from 5LP; it has enormous hitstun and can even combo into HK Fuha Store
  • If the first hit whiffs, the second hit connects on frame 8
  • Cancel reaction window: f
  • xx Lv.2 Super: +19(15)/+7(8)

5HK
Standing Heavy Kick
5HK
SF6 Juri 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 - 900 LH +2(+5) -3(0)
  • Becomes fully cancellable during FSE, even when not chained into
5HK (FSE Chain)
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 Chn Sp SA 700 LH KD +34 -3
  • Chained version during Lv.2 Super (FSE)
  • Cancel reaction window: f

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Juri 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1
2LP (FSE Chain)
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 100 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel reaction window: f
  • xx Lv.2 Super: +7/+2

2MP
Crouching Medium Punch
2MP
SF6 Juri 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Sp SA 600 LH +5 -2
2MP (FSE Chain)
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Chn Sp SA 400 LH +5 -2
  • Cancel reaction window: f
  • xx Lv.2 Super: +15/+8

2HP
Crouching Heavy Punch
2HP
SF6 Juri 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA 900 LH +3 -11
  • Forces stand on hit
  • All active frames are cancellable
  • Cancel reaction window: f
  • xx Lv.2 Super: +22/+12
2HP (FSE Chain)
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA Jmp 700 LH KD +34 -11
  • Chained version during Lv.2 Super (FSE)
  • Launches opponent into a juggle state, jump cancellable on hit/block

2LK
Crouching Light Kick
2LK
SF6 Juri 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +3 -1
2LK (FSE Chain)
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn Sp SA 100 L +3 -1
  • Chains into 5LP/2LP/2LK
  • Fully cancellable during Feng Shui Engine

2MK
Crouching Medium Kick
2MK
SF6 Juri 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +1 -6
2MK (FSE Chain)
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Chn Sp SA 300 L +1 -6
  • Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
  • Cancel reaction window: f
  • xx Lv.2 Super: +15/+8

2HK
Crouching Heavy Kick
2HK
SF6 Juri 2hk.png

2HK
Slash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 900 L HKD +32 -11
  • Counterhit/Punish Counter: +47 HKD
  • Becomes fully cancellable during FSE, even when not chained into
2HK (FSE Chain)
Slash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 700 L HKD +32 -11
  • Chained version during Lv.2 Super (FSE)
  • Counterhit/Punish Counter: +47 HKD
  • Cancel reaction window: f

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Juri jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H +6(+9) +2(+5)
j.LP (FSE Chain)
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land Chn Sp 100 H +9 +5

j.MP
Jumping Medium Punch
j.MP
SF6 Juri jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Sp 500 H +4(+13) -2(+7)
j.MP (FSE Chain)
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Chn Sp 300 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Juri jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land - 900 H HKD +23(+34) +4(+11)
j.HP (FSE Chain)
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land Chn Sp 700 H KD -

j.LK
Jumping Light Kick
j.LK
SF6 Juri jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land - 300 H +5(+10) +1(+6)
j.LK (FSE Chain)
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land Chn Sp 100 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Juri jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 500 H +8(+13) +4(+9)
j.MK (FSE Chain)
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land Chn Sp 300 H +10(+13) +6(+9)

j.HK
Jumping Heavy Kick
j.HK
SF6 Juri jhk.png

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +6(+15) +2(+11)
j.HK (FSE Chain)
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land Chn Sp 600 H - -

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Juri 8jhk.png

8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land - 800 H +11(+15) +7(+11)
8HK (FSE Chain)
Neutral Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land Chn Sp 600 H - -

Command Normals

6MP
Kyosesho
6MP
SF6 Juri 6mp.png

6MP
Kyosesho
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17 Sp SA 600 LH +4 -3
6MP (FSE Chain)
Kyosesho
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17 Chn Sp SA 400 LH +4 -3
  • Cancel reaction window: f
  • xx Lv.2 Super: +16/+9

6MK
Senkai Kick
6MK
SF6 Juri 6mk.png
Drive Rush reaction check

6MK
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) - 600 H +2 -3
  • Not airborne, despite the animation
6MK (FSE Chain)
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) Sp SA 400 H KD +25 -3
  • Not airborne, despite the animation
  • Cancel reaction window: f
  • xx Lv.2 Super: KD+39/+14

6HP
Renko Kicks
6HP
SF6 Juri 6hp.png
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6HP
Renko Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(23) 3(5)3 20 Sp SA 500x2 LH +2 -4
6HP (FSE Chain)
Renko Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(23) 3(5)3 20 Chn Sp SA 400x2 LH KD +40 -4
  • Cancel reaction window: 27f (14f 2nd hit only)
  • xx Lv.2 Super: +18/+8 (+17/+11)

4HK
Korenzan
4HK
SF6 Juri 4hk.png
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4HK
Korenzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(19) 3(6)3 19 Sp SA 400x2 LH -2 -6
4HK (FSE Chain)
Korenzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(19) 3(6)3 19 Chn Sp SA 300x2 LH KD +20 -6
  • Cancel reaction window: f
  • xx Lv.2 Super: +12/+6 (+12/+8)

Target Combos

5MP~4HP~HP
Death Crest
5MP~4HP~HP
SF6 Juri 5mp 4hp.png

SF6 Juri 5mp 4hp hp.png

5MP~4HP
Death Crest 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 20 TC 500 LH KD +33 -3
  • Cancel reaction window: f (TC)
5MP~4HP~HP
Death Crest 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 27 SA (hit) 600(480) LH KD +32 -16

Universal Mechanics

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Juri lplk.png

LPLK
Spider Fang Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +25 -
  • Has access to corner throw loops by dashing (+14) or walking; throw must be manually timed
  • Punish Counter: +36 HKD

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Juri 4lplk.png

4LPLK
Shadow Kick Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switches
  • Unique in that it doesn't change the position of the opponent when thrown
  • Punish Counter: +22 HKD

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Juri jlplk.png

j.LPLK
Zanka-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +2(+4) -
  • KD Adv. varies based on height
  • Side switches

Drive Moves

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Juri hphk.png

HPHK
Sekkan Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

  • Notable blockstring gaps (8f or less cannot be escaped by jumping):
    • 5HP, FSE 6MK: 5f (1f Burnout)
    • 6HP (2nd): 8f (4f Burnout)
    • 5MP, 6MP: 10f (6f Burnout)
    • 2MP, 2MK, 2HP, 6HP (1st), 4HK (2nd), FSE 5MK (2nd): 11f (7f Burnout)
    • 5MK (1st), FSE 2HK: 12f (8f Burnout)
    • 4HK (1st): 13f (9f Burnout)
    • FSE 5HK: 15f (11f Burnout)

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Juri 6hphk.png

6HPHK
Kaita Raid (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Juri mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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             No results

See Drive Rush

  • Frame data shown in (parentheses) refers to the version used after Parry

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Juri 5pppkkk.png
"You gonna keep me waiting, babe?"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
294 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Juri 6pppkkk.png
"Killer beam! Or whatever."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
199 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Juri 4pppkkk.png
"What are you waiting for?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
185 (total) - - - - - - -

Special Moves

Fuhajin (214LK)
Fuhajin
214K
SF6 Juri 214lk.png

SF6 Juri 214kk.png

214LK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 19(21) SA3 600 LH KD +37 -4
  • Clashes with 1 projectile hit; gains one Fuha stock on hit/block/whiff
  • Cancel reaction window: f (Super)
214MK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 21 SA3 600 LH KD +37 -6
  • Clashes with 1 projectile hit; gains one Fuha stock on hit/block/whiff
  • Cancel reaction window: f (Super)
214HK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 5 19(21) SA3 500 LH KD +46 -8
  • Clashes with 1 projectile hit; gains one Fuha stock on hit/block/whiff
  • Launches opponent higher for consistent juggle followup (combos from 5MK 1st hit)
  • Cancel reaction window: f (Super)
214KK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 21 SA2 SA3 600 LH KD +45 -12
  • Clashes with 2 projectile hits; gains one Fuha stock on hit/block/whiff
  • Launches opponent higher for consistent juggle followup
  • Cancel reaction window: f (Super)
  • xx Lv.2 Super: KD+51/-6

Saihasho (236LK)
Saihasho
236LK
SF6 Juri 236lk.png

SF6 Juri 236lk stock.png

SF6 Juri 236lkmk.png

236LK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 10 20 SA3 400 LH -2 -8
  • Has a projectile hitbox (can lose to projectile-invuln moves)
  • Cancel reaction window: f (Super)
236LK (1 Stock)
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [80] 29 SA3 600 LH +1 -3
  • True 1-hit projectile
  • For 1 Fuha stock, can press MK or HK to chain into Ankensatsu or Go Ohsatsu (within the first 3 active frames)
  • Counts as 2 hits for damage scaling (for followup links or chained 236LK~6K followups)
  • Cancel reaction window: f (Super)
236LKMK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [120] 27 SA2 SA3 400x2 LH KD +39 -2
  • True 2-hit projectile
  • For 1 Fuha stock and 2 additional Drive bars, can press MK or HK to chain into Ankensatsu or Go Ohsatsu (within the first 3 active frames)
  • Cancel reaction window: f (Super)
  • xx Lv.2 Super: KD+57/+17

Ankensatsu (236MK)
Ankensatsu
236MK
SF6 Juri 236mk.png

SF6 Juri 236mk stock.png

SF6 Juri 236lkhk.png

236MK
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA3 600 LH +5 (KD +21~23) -10
  • 8f~ Low Crush; knocks down vs. airborne opponents; not an overhead
  • Cancel reaction window: f (Super)
236MK (1 Stock)
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA3 600 LH +8 (KD +21~23) -10
  • 8f~ Low Crush; knocks down vs. airborne opponents; not an overhead
  • For 1 Fuha stock, can press LK or HK to chain into Saihasho or Go Ohsatsu
  • Counts as 2 hits for damage scaling (for followup links or chained 236MK~6K followups)
  • Cancel reaction window: f (Super)
236LKHK
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA2 SA3 800 LH +9 (KD +56~57) -10
  • 8f~ Low Crush; not an overhead
  • Knocks down vs. airborne opponents for a ground bounce, puts opponent into limited juggle state
  • For 1 Fuha stock and 2 additional Drive bars, can press LK or HK to chain into Saihasho or Go Ohsatsu
  • Counts as 2 hits for damage scaling (for followup links or chained 236MK~6K followups)
  • Cancel reaction window: f (Super)
  • xx Lv.2 Super: +16/-3

Go Ohsatsu (236HK)
Go Ohsatsu
236HK
SF6 Juri 236hk.png

SF6 Juri 236hk stock.png

SF6 Juri 236mkhk.png

236HK
Go Ohsatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 27 SA3 1000 LH KD +27 -11
  • Puts airborne opponents into limited juggle state
  • Cancel reaction window: f (Super)
236HK
Go Ohsatsu (1 Stock)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4(12)3 27 SA3 700,500 (1200) LH KD +37 -12
  • Puts airborne opponents into limited juggle state
  • Cancel reaction window: f (Super)
  • For 1 Fuha stock, can press LK or MK to chain into Saihasho or Ankensatsu
236MKHK
Go Ohsatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4(12)3(28)5 28 SA2 SA3 400x3 (1200) LH KD +32 -16
  • First 2 hits are Super cancellable (followup Adv. depends on which his is cancelled)
  • For 1 Fuha stock and 2 additional Drive bars, can press LK or MK to chain into Saihasho or Ankensatsu
  • Cancel reaction window: f (Super)
  • xx Lv.2 Super: +17/+17 (KD+54/+15)

Tensenrin (623P)
Tensenrin
623P
SF6 Juri 623LP.png

SF6 Juri 623PP.png

623LP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(2)2 22 SA3 400x2 LH KD +37 -8
  • First 2 hits are Super cancellable
  • Cancel reaction window: f (Super)
623MP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 8(5)2(3)2 24+14 land - 300x4 (1200) LH KD +31 -37
  • Anti-Air Invuln: 1-?f (strong anti-air)
623HP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 8(5)2(3)2 24+14 land - 300x4 (1200) LH KD +28 -37(-41)
  • Anti-Air Invuln: 1-?f (strong anti-air)
  • Only 1 hit connects vs. crouch block)
623PP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(1)2(6)2(2)2 32+19 land - 600,200x3,400 (1600) LH KD +5 -48
  • Full Invuln: 1-8f
  • Juri's primary reversal option

Shiku-sen (j.214K)
Shiku-sen
j.214K
SF6 Juri j214K.png

SF6 Juri j214kk.png

j.214K
Shiku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 until landing 18 land - 400 LH KD +34(+41) -10(-3)
  • Puts opponent into limited juggle state
  • Can input followup Shiren-sen on hit only
  • Button strength does not affect trajectory
j.214KK
OD Shiku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 until landing 18 land - 300 LH KD +37(+44) -10(-3)
  • Puts opponent into limited juggle state
  • Can input followup Shiren-sen on hit only
  • Button combination does not affect divekick trajectory

Shiren-sen (j.214K~K)
Shiren-sen
j.214K~K
SF6 Juri j214K~K.png

SF6 Juri j214KK~K.png

j.214K~K
Shiren-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(4)4(17)4 23(29)+12 land - 300x2,600 (1200) - KD +28(+33) -
  • Comes out on hit only
j.214KK~K
OD Shiren-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(4)4(17)4 27(34)+7 land - 300x3 (900) - KD +50(+57) -
  • Comes out on hit only
  • Puts opponent into limited juggle state

Super Arts

Level 1 Super (236236K)
Sakkai Fuhazan
Level 1 Super Art
236236K
SF6 Juri 236236k.png

236236K
Sakkai Fuhazan
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 201 total - 1800 LH KD +26(+49) -32
  • Strike/Throw Invuln: 1-8f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
236236[K]
Sakkai Fuhazan (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 201 Total - 2100 LH KD +26(+49) -32
  • Strike/Throw Invuln: 1-8f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit


A projectile Super that sends the opponent to the opposite edge of the screen. The Knockdown advantage is highly variable depending on Juri's screen position. Holding the K button will spend 1 Fuha stock to deal an additional 500 damage on the final hit. The full damage distribution is: 200x4*300*700 (200x4*300*1200).

Level 2 Super (214214P)
Feng Shui Engine
Level 2 Super Art
214214P
SF6 Juri 214214P.png

SF6 Juri 214214P hold.png

214214P
Feng Shui Engine
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [600] 6 - - - - -
  • Install Super; allows Juri to chain normals together and changes the properties of many attacks
214214[P]
Feng Shui Engine (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 11 26 - 300 LH -4(+6) -17(-7)
  • Holding P begins the FSE install with a dash attack; Armor Break


Juri's FSE install Super allows her to chain normals into equal or higher strengths for 10 seconds, though she cannot repeat the same button twice in a chain. For example, 2MP~5MK would work, but 2MP~5MP would not since they share the same button command. Many non-cancellable normals gain cancel properties during FSE, like 2LK, 2HK, and 5HK. The chained hits also have many unique properties themselves, such as 6MK causing a knockdown. The install timer stops counting down while the opponent is in hitstop or blockstop, which makes it easier to pressure the opponent without wasting too much of your install time.

If Juri holds the P button during the Super freeze, she will perform a dash attack that can be cancelled into any normal. This gives her more reliable point blank combos when cancelling normals into FSE. The dash attack itself is unsafe if not cancelled, though it becomes much less unsafe near max range.

Level 3 Super (214214K)
Kaisen Dankai Raku
Level 3 Super Art
214214K
SF6 Juri 214214k.png

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214214K
Kaisen Dankai Raku
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 52 - 4000 LH HKD +22 -36
  • Full Invuln: 1-13f; Armor Break
  • Depletes 1.5 Drive bars from opponent on hit

No results

  • Full Invuln: 1-13f; Armor Break
  • Depletes 2 Drive bars from opponent on hit


A cinematic Super that cancels from most of Juri's special moves and works well in juggles. If your opponent is a true Juri fan, they may intentionally let you land the Critical Art version. The full Dmg distribution is: 440x2*830x2*1460*(500).


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